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  1. #1
    Amaranth's Avatar Ordinarius
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    Icon5 Editing Unit Sounds

    Hello,

    I wish to change the sound sets of a faction, especially the sounds of some units in battle, like speeches when a unit is selected, firing arrows etc. I have the new sound files for each of these actions, but I need some detailed instructions on where to place them, how to path them to the specific units etc.

    Secondly, is it also possible change command sounds of a faction ? Like when an army/general selected or moved on campaign map, army ambushed, settlement sieged etc. If there's a tutorial specificly showing how to edit these I'd be glad to take a look. My searches only showed me posts about how to change the music and extract sounds.

    Edit: Ok so I found lots of text files that hints these changes should be made in them files like descr_sounds_units_fire, export_descr_sounds_units_voice, descr_sounds_units_confirm, export_descr_sounds_soldier_voice and so on. But I'm afraid I'm going to need much more than these. I just hope I'm on the right path ?
    Last edited by Amaranth; October 13, 2011 at 05:36 PM.
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  2. #2
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Editing Unit Sounds

    Here is a good tutorial on how to add new sounds both for battlemap and campaignmap, used it to learn the craft myself
    http://www.twcenter.net/forums/showthread.php?t=352289

    It will point out what files you need to look into as well [god tip from my side is to print the tutorial as its much easier to read from paper than the screen while learning], such as this;
    export_descr_sounds_units_voice.txt - in this file all the battle map voices of the units are assigned
    export_descr_sounds_stratmap_voice.txt - in this file all strat map voices, such as selection, movement, diplomacy &c., are assigned
    Its examples are based on the mod TATW but the princips are the same for all M2 AFAIK.

    Good luck and dont mind ask again once you gone through the tutorial and began testing stuff out
    Last edited by Ngugi; October 17, 2011 at 08:22 AM.

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  3. #3
    Amaranth's Avatar Ordinarius
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    Default Re: Editing Unit Sounds

    Quote Originally Posted by Ngugi View Post
    Here is a good tutorial on how to add new sounds both for battlemap and campaignmap, used it to learn the craft myself
    http://www.twcenter.net/forums/showthread.php?t=352289

    It will point out what files you need to look into as well [god tip from my side is to print the tutorial as its much easier to read from paper than the screen while learning], such as this;Its examples are based on the mod TATW but the princips are the same for all M2 AFAIK.

    Good luck and dont mind ask again once you gone through the tutorial and began testing stuff out
    This is excellent, thank you very much ! I wanted to edit sounds for TATW anyway so it's even better. I'll post if I need further assistance.
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  4. #4
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Editing Unit Sounds

    I have a problem with adding sounds for new units
    I added new units in my game and just copied some sound entries from other units but it doesn't work, does anyone know why?
    This are my sound entries in export_descr_sounds_units_voice:
    Code:
                              unit Axemen of Lossarnach2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      4a_Gondor_Lossarnach_1.wav
                                                      4a_Gondor_Lossarnach_2.wav
                                        end
                                        unit Marines2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      4a_RK_Mariner_1.wav
                                                      4a_RK_Mariner_2.wav
                                        end
                                        unit Dismounted Kofm2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      4a_Gondor_Militia_1.wav
                                                      4a_RK_Militia_2.wav
                                        end
                                        unit Gondor Infantry2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      English_Heavy_Generic_Heavy_Infantry_1.wav
                                                      English_Heavy_Generic_Heavy_Infantry_2.wav
                                        end
                                        unit Dismounted Swan Knights2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      4a_Gondor_koda_1.wav
                                                      English_Heavy_Generic_Knights_1.wav
                                        end
                                        unit Gondor Spearmen2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      English_Heavy_Generic_Spearmen_1.wav
                                                      English_Heavy_Generic_Spearmen_2.wav
                                        end
                                        unit Kingsguard2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      4a_Gondor_KG_1.wav
                                                      4a_Gondor_KG_2.wav
                                        end
                                        unit Kingsguard_BG2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      4a_Gondor_KG_1.wav
                                                      4a_Gondor_KG_2.wav
                                        end
                                        unit Fountain Guard2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      4a_Gondor_Citadelguard_1.wav
                                                      4a_RK_GotC_3.wav
                                        end
                                        unit Militia Archers2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      4a_Gondor_Bowmen_1.wav
                                                      4a_Gondor_Bowmen_2.wav
                                        end
                                        unit Gondor Archers2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      English_Light_Generic_Archers_1.wav
                                                      English_Light_Generic_Archers_2.wav
                                        end
                                        unit Blackroot Archers2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      English_Light_Generic_Archers_1.wav
                                                      English_Light_Generic_Archers_2.wav
                                        end
                                        unit Ithilien Rangers2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      4a_RK_RoI_4.wav
                                                      4a_Gondor_roi_3.wav
                                        end
                                        unit Ithilien Rangers_BG2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      4a_RK_RoI_4.wav
                                                      4a_Gondor_roi_3.wav
                                        end
                                        unit Dol Amroth Knights2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      4a_Gondor_Militia_1.wav
                                                      4a_RK_Militia_2.wav
                                        end
                                        unit Gondor Cavalry2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      English_Heavy_Generic_Heavy_Cavalry_1.wav
                                                      English_Heavy_Generic_Heavy_Cavalry_2.wav
                                        end
                                        unit Swan Knights2
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      4a_Gondor_koda_1.wav
                                                      English_Heavy_Generic_Knights_2.wav
                                        end

  5. #5

    Default Re: Editing Unit Sounds

    this thread might help you, Ishan is talking about deleting some files that then get rebuilt

    http://www.twcenter.net/forums/showt...78#post8387378


  6. #6
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Editing Unit Sounds

    After I deleted all those files there were hardly sounds left

  7. #7

    Default Re: Editing Unit Sounds

    Oh-dear, sorry, here is the sound files for m2tw and kingdoms:

    http://www.twcenter.net/forums/showthread.php?t=74106


  8. #8

  9. #9

    Default Re: Editing Unit Sounds

    did you delete the map.rvm aswell?

    i think this needs to be deleted too, i assume it helps in the re-building process, worth a try!


  10. #10
    wolfslayer's Avatar Senator
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    Default Re: Editing Unit Sounds

    Quote Originally Posted by dannyxx30 View Post
    did you delete the map.rvm aswell?

    i think this needs to be deleted too, i assume it helps in the re-building process, worth a try!

    map.rwm doesn't have to be deleted and rebuilt for unit voices in export_descr_sounds_units_voice.txt.

    Voice.idx, Voice.dat, events.idx, events.dat do.

    After rebuilding check your mod/data/sound folder make sure the time stamps on these files are new.
    You can also check your system log to make sure the wavs were found and added to the .dat file properly. Missings sounds won't make game CTD, it will just skip them when rebuilding the files.

    And of course all wavs for unit voices need to be 22050 hz mono 16bit or they won't play.
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  11. #11
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Editing Unit Sounds

    Not working either, again no sounds left. I hate sound files

  12. #12
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Editing Unit Sounds

    The voices aren't working and my log is pretty much empty, but my sound files are new, looking at the date.

  13. #13
    wolfslayer's Avatar Senator
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    Default Re: Editing Unit Sounds

    One thing you can do is open the.idx files with a hex editor or notepad and search for the names of your new sounds. If they are there then you need to check the sample rate of your wavs.

    If they aren't there then you need to check and make sure the wavs are in the right folders referred to in the sound txt files.

    Adding new sounds isn't too hard. The main thing is get used to deleting and rebuilding the sound idx/dat files, and making sure the paths for wavs and sound txt match.

    If you add trace to your mod cfg file you should get a list of all the wavs packed when you delete and rebuild the dat files. Check that part of the log for your wavs, it will tell you if it is found, or missing, or any errors..

    [log]
    to=logs/log.txt
    level = * trace
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  14. #14
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Editing Unit Sounds

    I haven't added any new sounds, I just copied other units sound entries

  15. #15

    Default Re: Editing Unit Sounds

    Make sure to put all 39 sound text files in the data folder then do changes in the text files if necessary.
    Add new sounds if those text files include them in the proper directory.
    Delete every .idx and .dat file and relaunch the game to re-generate them from text info.

    If using vista or win 7 then make sure you disable UAC before re-launching the game otherwise the files will go in the virtual store folder instead.

  16. #16

    Default Re: Editing Unit Sounds

    Quote Originally Posted by killersmurf View Post
    I looked through some threads here and Ishan posted it there should be 39, I now have 18 so that's 21 to go
    I reminded you this in this very thread, lazy boy.
    Quote Originally Posted by Ishan View Post
    Make sure to put all 39 sound text files in the data folder then do changes in the text files if necessary.
    Anyways glad you got it fixed.

  17. #17
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Editing Unit Sounds

    I extracted the sounds and when I now delete the .idx and .dat files, I don't loose any sounds but there are still no sounds for my new units.

  18. #18

    Default Re: Editing Unit Sounds

    Quote Originally Posted by killersmurf View Post
    I extracted the sounds and when I now delete the .idx and .dat files, I don't loose any sounds but there are still no sounds for my new units.
    Then it simply means you are not modifying your sound files for those units properly, do what Ngugi suggests you.

  19. #19
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Editing Unit Sounds

    Speculating and my suggestion is that we might have a problem with the accent class - and if not then least we eliminated a possibility

    In the EDU there is noted what accent and what accent class the unit has (here called voice_type).
    I use the EDU from the TATW-submod MOS here as example;
    Code:
    type             Axemen of Lossarnach
    dictionary       Axemen_of_Lossarnach      ; Axemen of Lossarnach, Superior
    category         infantry
    class            heavy
    voice_type       Heavy
    accent   GondorInfantry
    If your units has not voice_type or accent noted in the EDU you should give them such.
    Or if incorrect, say voice_typ General instead of Heavy or other flaw as wrong accent, change it.

    Accents in the textfile EDSUV is split into class General, class Heavy and class Light.

    How it looks in EDUSV
    Code:
             accent GondorInfantry
                      class General
                               vocal Group_Created
    (...)
                               vocal Unit_Under_Attack
                                        event 
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      English_General_Unit_Under_Attack_1.wav
                                                      English_General_Unit_Under_Attack_2.wav
                                        end
                      class Heavy
                               vocal Group_Created
    (...)
                               vocal Unit_Under_Attack
                                        event 
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      English_Heavy_Unit_Under_Attack_1.wav
                                                      English_Heavy_Unit_Under_Attack_2.wav
                                        end
                      class Light
                               vocal Group_Created
    (...)



    In this example it means that Axemen of Lossarnach needs to be put into the EDSUV 1) under accent GondorInfantry 2) under class Heavy 3) under vocal Unit_Select

    But if I, say, edit like this
    Code:
             accent GondorInfantry
                      class General
                               vocal Group_Created
    (...)
                               vocal Unit_Select
                                        unit Axemen of Lossarnach
                                        event
                                                 folder data/sounds/Voice/Human/Localized/Battle_Map
                                                      4a_Gondor_Lossarnach_1.wav
                                                      4a_Gondor_Lossarnach_2.wav
                                        end
    (...)
    = voices given under 1) accent GondorInfantry 2) under class General instead of class Heavy. Then my axemen will not speak, because in the EDU they are voice_type Heavy, not General.
    Hope this might be the case
    Last edited by Ngugi; October 26, 2011 at 05:50 PM. Reason: Improvements

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    Favorite TATW compilation: Withwnars Submod Collection
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  20. #20
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Editing Unit Sounds

    I've checked the entries, they all have voice_type heavy and there I placed them in EDUSV

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